Shopping Guide

All the stuff you can buy in Saltmarsh.

Weekly Market

Open every Starday, the weekly market allows the purchase of any non-illegal items (no poisons, poisoner's kits, thieves' tools, etc.) from the PHB (Chapter 5), with a listed value of 150gp or less, always at a cost of what's listed in the PHB. Reminder: This includes basic healing potions at 50gp.

Winston's Store

Saltmarsh's general store allows the purchase of any basic PHB gear you would expect sailors, fishermen, or other locals to buy regularly. Ropes, oil, nets, buckets, candles, food and rations, etc. The cost is exactly as listed in the PHB.

Reese's Shady Connection

Reese has, through his understanding of Thieves' Cant and resulting ability to get along with the town's various criminal elements, discovered a location in town where he is able to buy some of the tools of less-savory trades. The proprietor there isn't very trusting of the rest of the party, so Reese has been told not to spread this fact around. Anything that could be bought at the weekly market, but is illegal, can probably be bought here at the listed price.

The Dwarven Anvil

Mafera sells most all forms of metalwork here. Her basic stock is things like hammers, nails, etc., and her backlog is long, but she increasingly owes a debt to S.A.M. for helping to smooth things over between her and the town dwarves, so she's both willing and able to make things like standard weapons and most standard armour for the party with a few days' notice.

Kester's Leather Goods

Kester can sell basically any non-magical leather goods that anyone in Saltmarsh might want.

The Faithful Quartermasters of Iuz

Captain Xendros is able to both buy and sell magic items. See the Downtime Rules page for details of how to negotiate with her, including the value of magic items.

Temple of Procan

Wellgar Brinehanded will offer spellcasting services to others, though not always in exchange for gold. He is able to cast spells from the Cleric spell list of up to 5th level. He is also a Tempest Domain Cleric, so has access to a few more spells, but none of those are the sort of thing you're likely to need to buy in town.

Keledek The Unspoken

The town wizard has access to a supply of most material spell components, which he is often willing to sell for their listed value.

Ship Upgrades

Through various connections, the party are able to purchase a number of upgrades for the ship. Note that all the magical upgrades can also be browsed at this Ghosts of Saltmarsh link, though you'll want to avoid scrolling too far past them and into spoilers; there's sample encounters in that chapter that I may use.

Weapons

Serenity was captured having no shipboard weapons, but she could be fitted with some. The same ballista and mangonel option from the GoS default sailing ship are available. Because Serenity is shorter and wider than that sample ship, she can fit two ballistae on the forecastle instead of just one. Each siege weapon will cost 500gp to get built and installed, and will be done a week after the money is paid. During that time, you can still use the ship, but doing so will delay the install, and the weapon(s) won't be ready yet.

Superior Ship Upgrades

The following upgrades are also available through various contacts. Some will require dealing with Captain Xendros, some with the local Carpenters' Guild's head, some with Gellan Primewater, etc. GoS lists a flat cost of 15k gp, and 1d4 weeks spent in port once the work begins. Having a single flat price for everything like that is silly, and I've provided tentative alternate prices below. The work time will never be more than a single week. Leaving while the work is started may be possible, but will restart the timer on installation (though there will be no gold penalty).

Note also that these are just the example upgrades from GoS. If you want Serenity to do something in particular, discuss it among yourselves and let me know! As with everything, I make no promises except that I'll see what I can do. Also, if you want an upgrade, but can't afford it, there may be a sidequest or three available from an NPC to try to reduce the cost. Similarly, the more expensive upgrades may require a sidequest as well as their price.

Hull Upgrades
Movement Upgrades
Weapon Upgrades

Note that each weapon can have only one Rounds upgrade, but can also have the Arcane Artillery upgrade.

Figurehead Upgrades
Miscellaneous Upgrades